---
name: "pixijs-2d-sprite-renderer"
description: "Build hardware-accelerated 2D games, animations, and interactive canvases with PixiJS."
metadata:
  author: "PixiJS"
  version: "1.0.0"
  runtime_compatibility:
    - "codex"
    - "claude-code"
    - "cursor"
    - "windsurf"
triggers:
  - "initialize pixijs application"
  - "animate sprites pixijs"
  - "create sprite sheet pixijs"
permissions:
  fs_read: true
  fs_write: "workspace"
  shell_exec: false
  net_access: false
---

# PixiJS 2D High-Speed WebGL Engine

Harnesses PixiJS WebGL batch renderer: Application initialization, Container hierarchies, Sprite sheets, Ticker animations, particle containers, and filter shaders.

## When to Invoke
Invoke this skill whenever you need to:
- initialize pixijs application
- animate sprites pixijs
- create sprite sheet pixijs

## Execution SOP & Rules
1. Initialize applications using new PIXI.Application({ antialias: true, resolution: window.devicePixelRatio }).
2. Use PIXI.ParticleContainer when rendering thousands of identical sprites for extreme throughput.
3. Add update callbacks to app.ticker.add((delta) => ...) to drive frame animations.
4. Destroy textures and containers with container.destroy({ children: true, texture: true }) on cleanup.

## Verification Checklist
- Run local linting, syntax validation, and type-checks before reporting completion.
- Ensure all created or modified files adhere to workspace boundaries and avoid uncommitted secrets.
- Verify tests or build commands exit cleanly with return code 0.
